TRL - Weapon Descriptions
This document will describe the weapons technologies used in the TRL scenarios.
Small Arms
Throughout history, man's ability to cause damage has exceded his ability to
protect himself. This remains true in the time of the TRLs. "Small Arms"
are loosely defined as military-grade weapons used by infantry. The typical
weapon weighs more than 10 kg unloaded, and fires a 40mm-60mm sub-munition
pack. At short ranges, these warheads are capable of tearing through even
the heavy armor found on TRLs. While the impact tends to attenuate with range,
and the range is short compared to vehicle mounted weapons, infantry wearing
powered armor (and in some cases militia units without it!) are still a
threat on the modern battlefield.
Support Weapons
Support weapons are heavier versions of the types of weapons classed as Small
Arms, usually with a higher sustained rate of fire. Just as deadly at short
ranges, the support versions of infantry weapons (note that these are also
mounted on vehicles as anti-personnel and close defense weapons) have longer
ranges and hit a bit harder. Militia units and other infantry without powered
armor are not capable of using these larger guns.
R.A.M. Packs (Rocket Assisted Mortars)
RAM units provide infantry elements with limited, short range, artillery
capability. The RAM units rapid-fire cluster munitions at a high trajectory
over longer ranges than are possible for small arms or support weapons.
RAM units tend to be relatively heavy, and expend munitions quickly giving
them limited usefulness on the battlefield. Most RAM equipped units also
carry smoke rounds for the launchers.
Cannons
Cannons are the primary weapon used on most scout and combat vehicles. Eg.,
tank guns. Varying in calibur and power, most modern cannons use magnetic
coils to fire hyper velocity depleted uranium penetrators. While relatively
slow to fire, cannons have excellent range and pack a heavy punch. Because
the penetrators are primarily designed to punch through heavy armor, cannons
have limited effect against infantry units.
Artillery
Artillery units fire self-guided munitions over long ranges. Most units are
capable of launching pinpoint accurate penetrators or wide-area high explosives.
Some units are also capable of launching smoke rounds which can obscure
visual target aquisition. Artillery units are not capable of moving while
calcutating trajectories and firing, but can engage targets over extremely
long ranges.
Missiles
Many units carry fire-and-forget self-targeting missiles on the modern
battlefield. Ranging from light missiles capable of being carried by
powered armor and light hovercraft to massive ones mounted on heavy
tracked vehicles, missiles are a definite threat to any target that they
are launched against. Like artillery units, units firing missiles must
remain stationary for a brief time in order to set target parameters and
initiate launch. Once fired, the missiles will track on their own, flying
nap-of-the-earth, eventually homing in on their intended targets. Missile
unit's biggest draw-back is their limited ability to carry sufficient
ammunition. This has relegated missile units to support roles, rather
than making them efficient main battle elements.
Many TRL units also carry missile batteries capable of ripple firing
a salvo of heavy missiles at a target area. While still limited for
general use because of a lack of ability to carry sufficient stores of
ammunition, and the fact that the TRL unit has to stop to fire them,
the TRL Ripple Launchers still provide a massive, long-range punch
to TRL units.
Infinite Repeaters
Infinite Repeaters wered designed to give TRL units enhanced anti-personnel
and close support capabilities. The units are typically designed like a
chain gun, using magnetic coils to fire thousands of depleted uranium
flechettes per second at the target. Infinite Repeaters tend to shred the
target, rather than "penetrate" it like a cannon would. Infinite Repeaters
are somewhat limited in range and effect against heavily armored targets,
but do provide excellent results when fired against light units and infantry.
At short ranges, they are capable of destroying heavy tanks and damaging
TRL units. A light version of the Infinite Repeater was developed by the
NAA for use on a support hovercraft, but because of design restrictions,
it has even more limited range and doesn't carry a great deal of ammo. TRL
units are large enough to carry sufficient flechettes for almost any
engagement.
Hellbores
Hellbores fire a bolt of magnetically shielded, phased plasma. These
weapons are more accurate, and hit harder than even the heaviest of
Cannons. Only TRLs and emplacements can generate sufficient power to
fire such a weapon. Early tests on heavy tanks met with limited success...
mainly because firing the weapon tended to kill the crew and fry most
battlefield electronics. TRLs possess heavy enough electromagnetic
shielding to allow them to use Hellbores without causing themselves damage.
Because Hellbores are powered from the TRLs main powerplant, as long as
the TRL not dead, it cannot run out of "ammo". On most TRL units, the
Hellbore is the primary combat weapon.